Contents
Unreal Engine 5.8 · Focused reference
Use-case recipes
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Small single-player checkpoint
Use one profile SaveGame plus a short autosave ring. Persist checkpoint ID, player semantic state, inventory records by stable definition/instance ID, quest state, and placed-actor tombstones. On load, migrate, travel to the checkpoint map, resolve definitions, apply world records, then player state.
Multiple campaigns plus global unlocks
Separate global profile/unlocks from each campaign slot. A campaign save references the owning profile ID and its own schema/checkpoint. Deleting a campaign must not delete account settings/unlocks accidentally.
Per-player settings
Use UGameUserSettings for resolution/window/scalability. Use ULocalPlayerSaveGame or the owning
feature's user-settings API for per-player controls/accessibility/custom preferences. Bind to platform
user, handle split screen/account switch, and do not put world progress in machine graphics config.
Open-world actors
Assign authored stable IDs to placed savable actors. Store a sparse map of changed state/tombstones plus records for persistent runtime-spawned actors. Keep records independent of World Partition residency; apply when the owning actor registers or after its cell loads.
Server-owned progression
Persist authenticated account/domain records through a server/backend transaction. Keep the local file to settings/cache/offline mode. Use idempotency keys and compare-and-set/version checks so retries cannot duplicate or roll back rewards.
Sources and version
Documentation target: Unreal Engine 5.8. Confirm behavior in your installed engine; no per-procedure test result is implied.
Read this system’s sources and verification notes →
Canonical reference and AI copy
unreal-save-load/references/use-case-recipes.md